Video games and virtual realities have allowed us access to entirely new virtual worlds. Watch What Games Teach and explore the remarkable power of alternate realities to do much more than just entertain.

There is a robust debate about how what happens in virtual worlds may affect behaviors and actions in the real world. Researchers and educators are exploring how video games can be used in real-world ways both positive and practical; for example, in military training, medicine, mental health and education.

Pseudo-Identities. Throughout history, writers have adopted a second identity, a nom de plume, to disassociate themselves from their work. Today, to participate in digital environments, people use avatars, characters that users assign physical characteristics, personalities and work histories. How do our avatars reflect and shape the way we see ourselves?

Games for Learning. People can play games on computers, cell phones and handheld devices in the supermarket, in the bathroom and at the bus stop. But beyond the pleasure of play, what is the quality and value of these experiences?

Entertainment as Propaganda. Games are never neutral. They carry values and ideologies that shape people's attitudes, expectations and beliefs. Should games be used to motivate and inspire children and teens to learn about the judicial system? To join the Army?

Online Resources include:WATCH: Check out the featured videos and activities on video games and learning.PLAY: Take the "Games People Play" quiz and see how much you know about adults who play video games.RATE: Use Where Do You Stand? Rate your level of agreement concerning the educational value of digital games.READ: Learn more through informative one-page readings.COMMENT: Can effective use of video games promote genuine learning?

Learning Objectives:

In this workshop, you will:

Understand that cognitive and intellectual skills acquired from playing video games can be relevant to other aspects of school, work and social life

Reflect on how online identities play a role in people's lives in ways that are similar to and different from identities in the physical world

QUIZ: Games People Play

1. What percentage of adults age 65 or older are playing video games?
a. 23%
b. 60%
Did You Know? High school graduates are more likely to play video games than those who did not graduate from high school.

2. What percentage of parents under the age of 40 will play video games with their teenage children?
a. 40%
b. 75%
Did You Know? Older parents (those over 40) don't play video games with their teens as often as younger parents.

3. Which racial or ethnic group is most likely to play games on cell phones and small mobile devices?
a. Hispanics
b. Whites
Did You Know? Eighteen percent of blacks, 21 percent of Hispanics and 11 percent of whites use portable gaming devices.
Source: Pew Research Center

A Digital Makeover for the Supreme Court

Learning Objective: Discover the pros and cons of using video games for education.

Procedure: Watch the video, and then read the Pros and Cons of Games for Learning.

Former Supreme Court Justice Sandra Day O'Connor proposes to create a video game that will teach children about the judicial branch of government, introduce them to the justices and the history of the court, and expose them to the idea that the courts are instruments to enable individuals to act as agents of social change.

Pros and Cons of Games For Learning

Advantages:

The skills required for gaming, like persistence, risk taking, attention to detail and problem-solving skills, are all behaviors that are useful for success in school and life.

Games can be created to help students learn about subjects like the French Revolution or cell mitosis, and these can be played in very short bursts of class time.

Games can help students appreciate what is fundamentally engaging about the subject. Games can also help them build a scaffolding of core concepts and motivate them to go deeper.

Games are dynamic systems that let students test theories about how systems work. For example, students may play a game to learn about bridges as systems of engineering, or test out concepts in physics.

Drill-and-practice games are appealing to teachers and parents.

Games allow students to reflect on attitudes, beliefs and behaviors. Students might play a game where they have to choose to play both a "good" and "bad" character and compare differences in strategy, choices and values.

Disadvantages:

Games that focus on content knowledge are usually boring, nothing more than meaningless multiple-choice questions paired with some fancy animation.

Kids and teens shy away from games they are told are good for them.

Teachers lack the time, incentives and support to include educational games in their curriculum.

Educational leaders are reluctant to dedicate class time to serious games that are either not clearly linked to state standards or have not proven their efficacy.

For games to be educational, an adult has to be present and actively supportive. When children use educational games on their own, they skim the surface rather than dive deeply into the learning process.

Games are never neutral. They carry values and ideologies that shape people's attitudes, expectations and beliefs. Because they are immersive and entertaining, some people may not be able to recognize the values messages implicit in games.

The cost of making serious games is expensive, and the cost is greater than the actual benefits they have on student learning. Money spent creating serious games for education would be better spent on teacher salaries or professional development.

Think about it: Which advantages and disadvantages are most important to you?

Was It Me Or My Avatar?

Learning Objective: Consider how a digital version of someone is different from a physical version.

Procedure: Watch the video, then answer the questions and read Analyzing Avatars.

This video explores the ways in which human identity changes when interacting with digital, as opposed to physical, versions of each other.

Poll: Virtual reality is a good way for people to get a little magic in their lives

YesNo

Poll: The fact that false memories can be implanted in children using virtual reality shows that this is an unnatural activity.

YesNo

Poll: The avatar you embody in virtual reality can give you insight into your real personality

YesNo

Learn More. Read Analyzing Avatars to understand how the alternate identities that we use in virtual spaces may affect our sense of self.

Analyzing Avatars

Avatar (av–uh–tahr): An interactive representation of a human in a virtual reality environment

What Is an Avatar? The term comes from the Sanskrit language and refers to the presence of Hindu spirits or deities as they move from the spiritual plane to the human world.

An avatar represents you in a virtual space. This character has physical attributes as well as a personality. The representations may reflect a targeted idea or personification that you hope to convey to those who will see your avatar.

Reflect on Avatar Creation. Next time you create an avatar, ask these questions to gain insight into the way avatars work:

When you build an avatar, you have a limited array of choices. You can usually choose hair color, skin color, body type, clothing and accessories. Which of these choices are most important to you?

Do you create an avatar with the intention of depicting yourself? Why or why not?

How much personal information is revealed through an avatar?

The Ideal Self. Most people create avatars that look and act like themselves, only slimmer, taller and younger. People can live out their fantasies for themselves as ideal beings, in possession of a perfect body or a perfect personality.

Think about it. What are the potential positive and negative consequences of interacting with others through an idealized self-representation?

Resources and Readings for Learning More

Global Kids
A nonprofit organization in New York City that uses video games to assist in education and skill development with youth from around the city. Of particular interest are the Virtual Worlds and Digital Media Initiative, aimed at using avatars and virtual reality simulations to teach life skills and media literacy.

The Education Arcade
A Web site exploring the social, cultural and educational potential of video games by initiating new game-development projects, coordinating interdisciplinary research efforts and informing public conversations about the broader and sometimes unexpected uses of this emerging art form in education.

Activities for Students: Life Online
This activity will help students recognize and address issues that might arise from their use of digital media and the ability to communicate so quickly and easily with so many people.